What is "Sildurs shaders"?
Sildur's Shaders is an extension of GLSL shader mod. This shaderpack adds several effects to the game, like shadows, volumetric lighting, bloom and water reflections. Unlike other shaderpacks, Sildur's Shaders is designed to work on all graphics cards and computers, including Macs, while still delivering a great graphical experience. See below for screenshots and download links.

Me, showing of some new settings that can be tweaked ingame - while playing. (there are more tweakable features by now)

Agreement:(read this before downloading, you accept it by downloading!)

You are not allowed to:- Rename any shaderpack and upload them as yours.
- Modify my shaderpacks and upload them with your name on.
- Provide mirrors by reuploading my shaderpacks.
- Copy and paste code or whole files, (like gbuffers_water.vsh) into your shaderpack.

You are allowed to:- Create videos of it, linking this thread or my fb page would be great!
- Modifiy it for your own only - without sharing it online.

Enhanced Default:This redone version requires Optifine with the integrated shadersmod in order to work correctly. (1.7.10 and newer)Sildur's Enhanced Default [redone] v1.03Features:
- Full support for default minecraft, meaning things like night vision work fine!
- Shadows, colored shadows, underwater shadows, reflections, cel-shading, color boost, crossprocess(color filer), motionblur, depth of field and distance blurEverything listed above can be tweaked ingame, so be sure to check out those shader options!

Vibrant shaders 1.165:
- Downported water from upcoming v1.17
- Added ingame option water height found in parallax option screen.
- Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.

Vibrant v1.153:
- Improved lighting on mobs in caves.
- Fixed transparent mobs in nether for some intel and amd gpus.
- Fixed hand flickering on some amd gpus. (tested on hd6870, driver 16.2.1)
- Fixed nether sky being rendered ontop of transparent blocks.
- Applied a temporary fix for transparent blocks in nether for all systems. It depens on your GPU how well it works / looks.
- Applied a temporary fix for enchanted stuff, it shows the effect on some items but the colors are abit off. (requires optifine shadersmod, so 1.8+)
Thanks to Vico, Turtac and Digitalshadowhawk for testing.
*Know issues: Colors of stained glass and ice in nether might look abit off depending on the GPU (mostly amd and intel). Still released this patch because they are no longer invisible.
Temponary fixes will be resolved in the future, I have to rework the way things are rendered to fix everything correctly.

Vibrant v1.151 hotfix:
- Fixed issues with compiling the shaderpack on intel gpus.
- Fixed text on signs if parallax mapping is enabled.
Some undocumented changes, missing from the previous changelog:
- Moon is now also drawn by the shaderpack, like the sun.
- Added an ingame option to toggle the shader moon.
If it overlaps with the default moon either disable it in video settings -> details -> Sun & Moon. Or disable the shader moon.

Vibrant 1.141:
- Added an ingame option to change the amount of blur used by bloom.
- Reduced the amount of blur used by bloom a bit. Reducing blur makes the bloom effect abit weaker.
- Added an ingame option to adjust the lighting strength of emissive blocks, like torches.
- Lighting strength of emissive blocks is NO LONGER AFFECTED BY MOONLIGHT.
- Bloom strength is NO LONGER AFFECTED BY MOONLIGHT.
- Increased the max. allowed value for moonlight to 0.10.
- The whole lighting system has been rewritten, it's way better and less hardcoded now. (To allow tweaks)
- Alot smoother transitions between lighting states. No more jumpy lighting switches between day/night/inside
- Cleaned and optimized code(small performance boost), no more double defines @Sp614x
- Fixed and improved handheld items that cast light. Their light range is no longer nearly infinite.
- Mobs now flash red again when hurt.

Vibrant 1.14:
- New, much better bloom.
- Godrays are no longer visible while raining.
- Nights are now a bit brighter.
- Everything is now less dark while raining.
- Shadows are now a bit darker, to increase contrast and compensate for increased brightness caused by bloom.
- Overall some minor lighting changes, improvements and bugfixes.
- Emissive blocks now look better even if bloom is disabled.
- Motionblur works way better with the new bloom, I can only recommend it.

Vibrant 1.13:
- NEW, simple water caustics, also slightly changed transparency of water
- NEW, added more options that can be tweaked ingame is using Optifine 1.8.9 G9 or higher.
For example: Brightness during night time can be adjusted ingame now. Also things like shadow distance and resolution can be changed while playing.

Vibrant 1.10
- NEW, simple HDR, your "eyes" now adjust to the lighting, for example: if you go out of a cave everything will be bright for a few seconds.
- NEW, Water has changed again, can be seen in the screenshot!
- FIXED, Bloom no longer gets cut of by the sky.
- FIXED, Leaves in the distance are no longer bright.
- IMPROVED, Bloom is less pixelated now, without a loss of performance!
- CHANGED, Turned bloom a bit down, as suggested a few times.
Important notes:
Lite and medium should experience a boost in performance, about 10-20fps more compared to v1.09!
High and extreme are now a bit more performance tanking in areas with water, before everyone starts to cry, it's only about 5fps worse compared to v1.09.

Vibrant 1.09:
- FIXED, Ice blocks in water.
- FIXED, Stars, they are visible at night again!
- FIXED, Maps, they are displayed correctly now.
- ADDED, Workarround to disable Minecraft's Pseudo lighting system. You can disable my workarround if you like the default MC lighting which darkens sides of blocks.
- ADDED, Cloud "distortion" for a more realistic movement.
- CHANGED, Sun glow at night no longer has the same redish color like daytime. It's now more blue-ish. (Moon glow)
- CHANGED, Godrays are now located in final.fsh and have been merged with lens flare code to reduce duplicated code.
- Code has been cleaned up A LOT, also lots of optimations being made. Performance should've increased for about 5-15frames!

Vibrant 1.08:
- FIXED almost all bloom issues, see bloom changes below
- NEW Bloom is now only active in dark areas, like caves or certain houses. (Based on the lightlevel arround your character)
Bloom is also enabled during raining and night time.
- FIXED Vines are no longer glitching through blocks
- FIXED weird-redish lighting in caves / dark areas
- FIXED Distance blur, it no longer affects the sky.
- FIXED Fog in caves and houses while raining
- NEW Lens flare from newest chocapic branch has been ported over for more customization in the future
- FIXED New Lens flare caused a blackscreen while looking at the moon / away from the sun.
- NEW Fog now has it's own color in caves / dark places
- NEW Water has been reworked, looks pretty awesome!

Vibrant 1.07 (beta) - Updated to newest chocapic version, read his updated agreement / rules!
- NEW Fog color now adjust according to world lighting
- NEW Subsurface scattering, can be seen while raining.
- OPTIMIZED Clouds are no longer calculated twice for sky and water.
- OPTIMIZED Sun, it's no longer just a huge white spot.
- IMPROVED World lighting and colors
- FIXED Distance blur no longer affects the sky.
- REMOVED Wetness while raining, it will come back tho. Don't worry
----Know issues----
- Bloom causes blending from sky into ground / objects. It's only enabled in extreme because of that.
- Bloom can result in overbrightness
- Lighting in dungeons is to bright / redish

Vibrant 1.06
- NEW Motionblur, it's working well
- NEW Underwater fog
- NEW Lens flare
- NEW Water ripples
- NEW Water "lighting"
- IMPROVED Fog
- IMPROVED Overall lighting
- REWORKED lighting system from torches
- AND MUCH MUCH MORE, GO CHECK IT OUT INGAME YOURSELF!

Vibrant 1.051
- CHANGE Bloom got another rework
- CHANGE Torches etc are now brighter and got a new color tone
- NEW Added a workarround for macs with very low fps, can be enabled in composite.fsh

Vibrant 1.05
- NEW Bloom method
- NEW Colors (Tonemapping and such)
- NEW 2D Clouds, taking almost no fps.
- NEW Bokeh DoF and distance blur
- NEW Water ripples
- NEW Water reflections
- NEW Reflections when raining / wetness
- NEW Sun
- NEW Torchlight color
- NEW/BETTER Godrays
- NEW FOG finally!
- NEW Underwater is now kinda foggy
- FIXED black night
- FIXED flickering
- FIXED SSAO
- FIXED a hell lot more bugs
- More optimized
Probably way more changes, but I can't remember them all.
Works with PC's and Mac's with Nvidia and some AMD cards (plz report your result if it doesnt work, by also posting the devlog from the minecraft launcher into a spoiler. This helps me the most, I still need to know at least your OS and graphic card)

Vibrant 1.0
- Bunch of bugfixes and improvments
- All versions works with any Nvidia drivers now. (Im on the latest beta for ex.)
- Motionblur added, currently overlapping with Godrays, so you can only use one. (Found in composite1.fsh, but dont use it yet, requires more work)
- No depth of field pre-configured download added
* TODO *
- Fog
- Better glowing effects
- Parallax mapping
- ...

Vibrant Pre8.2
- Godrays
- Handheld items like torches cast light (enable in composite.fsh)
- New water color WIP *Ice is a bit buggy
- Screen gets brighter while looking at the sun WIP
- Basic function for a better night added
- Fixed SSAO
There will be a few other bugs maybe, its a preview

Enhanced Default v1.02:
- Fixed an issue with normals, resulting in an overall performance increase of about 30%!
- Code optimizations and cleanup, further increasing the overall performance
- Added debugging options in misc, depthbuffer isn't really used but might be neat for some screenshots
- Added block.properties support, allowing you to easily add waving and reflections support for new blocks (modded blocks)
- Removed individual reflections options, they are now grouped together due to block id mapping using block.properties (see below for more on that one)
- Reduced shadow acne

Enhanced Default v1.01
- Improved performance, I get about 15-20fps more compared to v1.0. Make sure to update your optifine version, otherwise you might not gain that much of a boost.
- Fixed fog under/in lava. You might have to update your optifine version for this to work.
- Added ingame option Reflections Quality. (fast|fancy, default: fast)

v1.051:
- Fixed compiling issues that happend on certain Intel gpus and macs.
- Code cleanup.
- Colorboost can now be toggled ingame if using optifine. (in regular basic shaders)
- Sun and moon angle can now be toggled ingame if using optifine (switch between default and shader sun/moon angle, in regular basic shaders)
- Waving objects can now be toggled ingame if using optifine (in regular basic shaders)
- Added waving support for beetroots.

1.05
- Updated to support 1.8(.8) blocks and entities.
- Removed none needed code
- Replaced most code with newer one from my latest build
- Vines should glitch less into blocks

1.04
- Improved compatibility

1.03
- fixed a mistake with bloom
- added colors from vibrant to basic shaders
- fixed for Intelcards
- changed sun angle to the new one
- added new waving objects

Credits\Thanks:Chocapic13 & Alexei, Vibrant shaders based on them.
Karyonix - Maintains and updates the GLSL mod, which without my shaderpack would not work.
Sp614x - Updating and including the shadersmod in optifine.
Skype/Discord Testers - Helped me solve common bugs and problems.
N3rdFall, for this awesome signature!

Release candidate for super-optimized no shadows versions and V7! (12/02/2018)

Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.

Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.

Beta versions : V7 release candidate just uploaded with many new features like TAA or volumetric lighting! / Also a release candidate for the super-optimized no shadows lite version! / V7 Lite beta (+40% fps in some cases vs V6 Lite, requires at least optifine 1.12.2 HD U C9 pre)

Older versions : (Not updated) All the officials and betas versions since V4.

Installation :

1-Be sure to have the latest drivers for your graphic card.

For 1.8.8 and newer:
Shadermod is now included into optifine, so install optifine and go directly to step 5.Older minecraft versions:
2-Download the shaders mod by karyonix if it haven't be done already :http://www.minecraft...ed-by-karyonix/
3-Install forge if you are using 1.7.2
3'-Optionnal but recommended : install optifine
4-Copy ShadersModCore-....jar to %appdata%\.minecraft\mods folder for 1.7.2 and 1.7.10 OR use karyonix's installer for 1.7.5 or 1.7.4
5-Launch minecraft, options->shaders->open shaderpack folder, and copy here the folders "V6-extreme,ultra..."
6-Launch a world, and choose which pack fit the best to your computer (into shaders options).

Recommended optifine settings :

Old Lighting : OFF or DEFAULT!
Vignette : Fast
Clear water : Off for Lite/Low/Medium, On for High/Ultra/Extreme
Smooth Lighting Level : 55-75% for Lite/Low/Medium/High, 0-20% for Ultra/Extreme
Clouds : Default or off

How to use a POM/Normal mapped texturepack?

You can use POM/normals maps only with High/Ultra/Extreme versions. You'll have to replace gbuffers_terrain.fsh and .vsh by the files included in the "POM" folder, which is into the "shaders" folder of the shaderpack. There is no way to know if the currently used pack uses POM or normal maps, so in order to keep maximum performance POM and normal maps are not supported by default.

However, specular reflections are not supported at the moment.

Video:

Screenshots :

Maps used in the screenshots :
- Eldaria V3

- Dramo II

- Custom Biome Terrain Map by Imbilio

Ressource packs:

- Excalibur

- Pixel Perfection

Modification and sharing:

You may find these a bit annoying, but I tried to make my shaderpack editable and redistributable by everyone when most content creators of minecraft just block modification and redistribution.

Sharing a modified version of my shaders:
-You are not allowed to claim any of the code included in "Chocapic13' shaders" as your own
-You can share a modified version of my shaders if you respect the following title scheme : " -Name of the shaderpack- (Chocapic13' Shaders edit) "
-You cannot use any monetizing links (for example adfoc.us ; adf.ly)
-The rules of modification and sharing have to be same as the one here (copy paste all these rules in your post and change depending if you allow modification or not), you cannot make your own rules, you can only choose if you allow redistribution.
-I have to be clearly credited
-You cannot use any version older than "Chocapic13' Shaders V4" as a base, however you can modify older versions for personal use
-Common sense : if you want a feature from another shaderpack or want to use a piece of code found on the web, make sure the code is open source. In doubt ask the creator.
-Common sense #2 : share your modification only if you think it adds something really useful to the shaderpack(not only 2-3 constants changed)

Special level of permission; with written permission from Chocapic13, on request if you think your shaderpack is an huge modification from the original:
-Allows to use monetizing links
-Allows to create your own sharing rules
-Shaderpack name can be chosen
-Listed on Chocapic13' shaders official thread
-Chocapic13 still have to be clearly credited

Using this shaderpack in a video or a picture:
-You are allowed to use this shaderpack for screenshots and videos if you give the shaderpack name in the description/message
-You are allowed to use this shaderpack in monetized videos if you respect the rule above.

Minecraft websites:
-The download link must redirect to the download link given in the shaderpack's official thread

-There has to be a link to the shaderpack's official thread
-You are not allowed to add any monetizing link to the shaderpack download

If you are not sure about what you are allowed to do or not, PM Chocapic13 on http://www.minecraftforum.net/
Not respecting these rules can and will result in a request of thread/download shutdown to the host/administrator, with or without warning. Intellectual property stealing is punished by law.

Reporting a bug :
-Explain what happens

-Screenshot of the bug
-Give your system specs

-Shaderpack version (number and performance preset)
-If there is an invalid program error send me the end of the console log

Thanks :
-Daxnitro, for creating the original shadermod.
-Karyonix, for updating the shadermod and giving me some help.

-sp614x, for merging optifine and shadermod and updating it.

-DeDelner, for some code parts and ideas of improvements.

-Sildur, for some code parts and ideas of improvements.

-The Continuum shader team, for the extended shadow distance and lens flares.
-Sasukedll7170, for cleaning up a bit my code and some suggestions.
-Alexei03a for the screen-space reflection code.

Once you've got OptiFine installed, to use a shaderpack, follow these instructions.

1. Navigate to your .minecraft folder (google is your friend if you don't know how to do this).

2. Create a new folder called shaderpacks (without capital letters) if it isn't already there.

3. Go download my shaderpack "Sonic Ether's Unbelievable Shaders" from below and place the shaderpack in this directory.

4. Valid shaderpacks include .fsh and .vsh files that the Shaders Mod reads to tell your GPU what to do during runtime. These files must be in a folder named shaders within any shaderpack. Shaderpacks may only be uncompressed folders or .zip files.

The following is an example of the file layout possibilities for the shaderpack Sonic Ether's Unbelievable Shaders v10.1 Ultra

If this layout is not respected, your installed shaderpacks will not work. This is the first thing you

should check if your game looks like vanilla Minecraft.

5. In Minecraft, go to Options > Video Settings > Shaders. Here you will see a list of your currently installed shaderpacks. Select a shaderpack by clicking on it.

6. In Options > Video Settings > Shaders, make sure that "Old Lighting" is set to Default!

7. Click Shader Options in the bottom right corner of the Shaders selection screen (for v11.0 and Renewed) to setup SEUS-specific options. Here you can choose from Low, Medium, High, Ultra, and Extreme profiles, as well as tweak any individual option to suit your needs!

Some issues have been fixed from Preview 1. Some new features have been added.

-Puddles form when it rains and create reflections. This effect is meant to be seen when using a resource pack with normal maps. Go download ChromaHillswhich has normal maps.
-New procedural clouds rendered directly in the sky and in reflections (transcending screen-space)

If this mod is giving you unusual results, please make sure that you installed everything correctly first.
If you are using this mod on a Mac, I'm sorry to say that I am powerless to provide Mac support. I apologize.

I can't help you if you don't provide these details:
-Describe your issue thoroughly. Provide a screenshot or video if you can.
-Describe your system specs. If you forget this step, I cannot help in any way.-Include the output log along with your issue report.
-Describe the shaderpack, OptiFine mod version, and Minecraft version that you are running when encountering this issue.

World Downloader, abbreviated WDL, is a mod that allows saving of a world on a remote server for singleplayer use. Mainly, this means that it can be used to backup your creations on a server. This is a continuation of the older version by cubic72 and nairol.

Minecraft 1.11

Currently 1.11 builds are experimental and may not work correctly. Entity tracking is disabled for now, meaning that the mod will not save entities in chunk that were unloaded. Additionally, the game will crash if you open a horse inventory while downloading. If you encounter any other issues, please file a bug report; I'll work on fixing these bugs by the next release.

Minecraft 1.10.2

Currently 1.10.2 builds are experimental and only available for liteloader; future updates should provide both forms. You may need to manually fiddle with liteloader and forge to get these versions to work.

You can also also use 1.10 builds to connect to 1.10.2 servers if necessary.

Minecraft 1.8.8

1.8.8 builds have been discontinued. Please, consider using 1.8.9 or 1.8 instead.

These versions are for Minecraft 1.8.8, and can connect to servers running Minecraft 1.8 to Minecraft 1.8.9. It is installed on clients running Minecraft 1.8.8. There is only a base edit version avaiable; use 1.8.9 instead if you need compatability with other mods. This version is incompatible with optifine 1.8.8 (but you should use optifine 1.8.9 anyways)

Older versions

Older, non-actively maintained versions of WorldDownloader for versions of minecraft before 1.7.10 can be found in the old thread or via the GitHub releases page (within the 'src' download of very old versions).

Delete the META-INF from within 1.x.x.wdl.jar (this folder is used to check if the jar has been modified).

Copy all of the files from within the World Downloader zip file into the jar, overwriting files and merging folders if prompted.

Restart the launcher, "edit profile" (or make a new profile) and "use version" 1.x.x.wdl.

* You can the .minecraft folder on ...
Windows by entering %APPDATA%\.minecraft in an Explorer window or in the start->run dialog.
Linux by opening ~/.minecraft/ in a file manager of your choice.
Mac OS X by opening ~/Library/Application Support/minecraft in Finder.

Liteloader

Note: DO NOT EXTRACT THE .LITEMOD FILE! The .litemod file is what is manually loaded. Some browsers may automatically attempt to open it; if you use safari either you can find the original zip in the trash, or the automatic opening in Safari's Preferences (Safari —> Preferences... Untick "Open 'safe' files after downloading").

In most cases, you should be able to just install Liteloader and then put the .litemod into the mods folder. Sometimes, that doesn't work, in which case you need to follow the instructions below.

Open the Minecraft launcher, select "LiteLoader 1.8" under "Profiles", and click "Edit Profile"

Under "Java Settings (Advanced)", make sure you have the box for "Executable" checked, and type /usr/bin/java into the box (YES, PASTE IT IN EXACTLY LIKE THIS)

Hit "Save Profile"

Run Minecraft using your LiteLoader 1.8 profile, join a server, hit Esc, click "Download World", run around to load the chunks you want to download.

Forge

There is no forge version of World Downloader. However, you can use the Liteloader version with Forge, which will generally work. Look on the liteloader thread for instructions on how to install with forge, and then insert the .litemod file as described above.

World Downloader has an automatic update checker that fetches an update list from GitHub. No personal information is sent appart from the current version as part of the User Agent (which is standard for any HTTP request). This update check also performs some basic validation to ensure that the download is not corrupt. You can view more information on how the updater works, both internally and visually, on the project wiki.

This mod does communicate with the server for permission checks. These are intended to add permission requests to the mod to adress the concerns some server owners have about misuse. A few servers do automatically ban users when it detects the mod being installed; while I do not support this action in any way, it is important to be wary of the fact that some servers do this. The vast majority, however, either do not use this system or implement the in-mod permission request system. Please contact a moderator on your server for details (they generally like being notified before you install the mod as to what you wish to download).

I cannot be held responsible for any issues caused by the use or misuse of the mod. As per the license:

The User accepts the following liability:

The Mod is provided 'as is' with no warranties, implied or otherwise.

The Author is not responsible for dragon, troll, pirate, or ninja attacks.

Slaying any and all mythological creatures is the sole responsibility of the User.

The Author takes no responsibility for any damages incurred from the use or misuse of the Mod.

The Mod may alter fundamental parts of the Game.

The User is liable for any and all damages resulting from the use or misuse of the Mod.

The Author may not be held responsible for the incompetency or sadism of a Modpack Creator.

TL;DR: To make use of the mod, simply join a server, pause the game, and click "Start download". If the server is multiworld (has more than the 3 vanilla minecraft dimensions), make sure to indicate as such. Travel around the world, making sure to load the parts you want to save, and opening any chests / other containers, and when you are done, pause, and click "Stop downloading".

Detailed usage

Join a server, and then pause and select "Download this world". If this is your first time using the mod on that server, make sure to chose the appropriate multiworld mode -- if the server *only* has 3 worlds (the overworld, nether, and end), multiworld is not needed, but if it has any more worlds or has worlds beyond those official worlds, multiworld is required or you may end up overwriting data from one world with that of another. After that, you may wish to pause again and click the 3 dots next to the download button, allowing you to further configure the download options for that world.

Once you've started the download, you need to travel around the world. World Downloader will only save chunks that you can see -- if the game never loads it, it will not be saved. (However, once a chunk is loaded, the entire vertical section is saved.) For most servers, this is a range of 10 chunks (160 blocks), but it might be more or less depending on the server. You will need to open chests and some other blocks for them to be saved. See this section for more info.

Not saved at all

If you want to use World Downloader with other mods, note that it might not save everything from other mods. For instance, it most likely will not save containers such as chests. However, it'll still probably save most of the downloaded world. World Downloader has not been tested with other mods.

No guarantees can be made about functionality with other mods. If you experience crashes, feel free to report them, though.

World downloader is a mod that is mainly intended for use by players to make copies of their own creations. However, you may be afraid that someone will use the mod to create a copy of your own map, or another thing that they didn't build, and then put it on their own server. While I can't say that that isn't a risk, it doesn't mean you should entirely ban use of the mod (or players who use the mod).

Additionally, it only downloads the area that a player travels to -- it is impossible to download the entire map without traveling through it. World Downloader requests no more data than a vanilla client -- it simply writes the data that is normally sent. In essence, use of this mod will not have any affect on server performance.

It's preferred to report bugs on the GitHub issue tracker, but if you're not sure or don't want to register an account there, feel free to post in this thread and I'll create a ticket. For issues that pertain to both the base edit version and the liteloader version (or just the base edit one), use this tracker. For ones that you know for sure are only in the litemod version, use this one.

Please include the full log file in the crash report, along with any other information (such as the server IP) as necessary.

WDL is licensed under the MMPLv2. Among other things, this means that you must request permission before redistributing this mod (modified or unmodified). Also, custom versions must be open source. For more information, please read the license page.

Versions of the mod targeting old Minecraft versions may also include a copy of the FastUtil library (specifically the partial version Mojang used before 1.12), which is licensed under the Apache License 2.0.

Hey Chocapic! You probably won't see this or simply won't care but I have something to say about using your shaders on a Mac. As you said above, V6 doesn't work on a Mac, but in the beta versions folder there is one called 'Chocapic13 Beta V6.1 Medium.zip' This runs surprisingly too well on my computer! This random beta shader pack runs at nearly 60fps with 2x shadows and 16 chunk render distance all on a Mac with only 1GB of VRAM. The only thing is there are no changeable options (Apart from disabling Vignette) and night vision potions don't work (Not sure if all shaders do this anyway). I think that if this shader pack were updated to have toggle-able options with OptiFine and working night vision, it could be branded as a very high performance (Mac) shader pack. Like I said earlier, you probably won't see this or even care at all but for other people looking for a beautiful shader pack and have a Mac (or older PC) I hope I helped you in finding a suitable and reliable one.

Personally I dislike the Better Together update. It forced autosave, toned the graphics down to PE quality, turned all my ender chests into normal chests, and didn't even make it possible for me to access all my worlds from each platform (for some reason I thought this would be the case) or give me access to all the skins I purchased on the Xbox One Edition. I mainly play on the Switch right now, though, and it hasn't been plagued by this update yet.

Don't be ignorant. Ofcourse it's "possible", both games use the same concept of having blocks and so on, just coded in a slightly different way between languages. I don't think there's already a tool existing to automatically do this, however it could definitely be done by hand or a batch script once you learn how saves work between the two versions.